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RE: CMO RUNNING POLL - Gameplay feature requests

 
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[Poll]

CMO RUNNING POLL - Gameplay feature requests


AMP - Time-on-target automatic strike generator UI
  28% (145)
AMP - Continuous coverage planner
  1% (7)
Scriptless downed/stranded crew (for CSAR)
  2% (13)
Local weather fronts
  9% (48)
Scriptless intermittent sensor settings
  1% (9)
Custom draw on map
  2% (12)
WEGO MP
  4% (21)
Real-time MP
  11% (56)
Scriptless carry-over of units between scenarios
  3% (19)
Ground operations: Make units recognize and use roads
  5% (28)
AMP - Ability to edit flightplans prior to takeoff
  3% (19)
Implements full unit edit capability (loadouts, calcs) into ScenEdit
  6% (35)
Warning shots
  1% (9)
Scriptless boarding actions
  0% (3)
Integrated speech-to-text (SeaHag-style)
  2% (11)
Tacview - AAR mode
  4% (22)
Chemical & Biological weapon effects
  1% (10)
Display real-time sonar/self-noise data
  0% (4)
Make A2A-refueling options a doctrine setting
  0% (2)
Have WRA ranges for weapons set in percentage of range rather than 5nm
  0% (2)
Unit "Scoreboard"
  0% (4)
"Search" tool for the cargo list
  0% (1)
Weather/Day-night affects air sorties
  1% (8)
Allow Lua scripting on Losses/Expenditures (for player-tailored stats)
  0% (1)
Enable borders/coastlines at close-in zoom
  2% (12)
Hotkeys for built-in map layers
  0% (1)


Total Votes : 502


(last vote on : 2/22/2022 7:27:32 AM)
(Poll will run till: -- )
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RE: CMO RUNNING POLL - Gameplay feature requests - 10/25/2020 5:06:06 PM   
KnightHawk75

 

Posts: 1450
Joined: 11/15/2018
Status: offline

Editor mode
Boat\dock-view dialog for ports\piers, ability to change\adjust 'ready time' just like related aircraft dialog for air bases.

(in reply to BDukes)
Post #: 211
RE: CMO RUNNING POLL - Gameplay feature requests - 10/25/2020 11:34:04 PM   
gennyo

 

Posts: 68
Joined: 4/3/2019
Status: offline
A type-in filter box for "Add Cargo" edit window would be nice, the present one is slow to scroll and the list is long.

(in reply to KnightHawk75)
Post #: 212
RE: CMO RUNNING POLL - Gameplay feature requests - 10/26/2020 10:10:53 PM   
gsalvar

 

Posts: 74
Joined: 10/22/2017
Status: offline
Enable borders/coastlines at close-in zoom

(in reply to gennyo)
Post #: 213
RE: CMO RUNNING POLL - Gameplay feature requests - 10/30/2020 8:21:48 PM   
BDukes

 

Posts: 1695
Joined: 12/27/2017
Status: offline
Would it be possibles to add setting to land facility to have them in revetment. So can have a switch called revetted or dug in or somethings like that similar to stay in place switch. Effect could be Armor, DP increase or damage reduce.

(in reply to Surtur)
Post #: 214
RE: CMO RUNNING POLL - Gameplay feature requests - 11/1/2020 12:50:35 PM   
BeirutDude


Posts: 2625
Joined: 4/27/2013
From: Jacksonville, FL, USA
Status: offline
Some way to set different postures for various sides entering an Exclusion Zone. For example a civilian aircraft entering an exclusion zone is marked "Neutral" but an Iranian is "Hostile."

_____________________________

"Some people spend an entire lifetime wondering if they made a difference. The Marines don't have that problem."
PRESIDENT RONALD REAGAN, 1985

I was Navy, but Assigned TAD to the 24th MAU Hq in Beirut. By far the finest period of my service!

(in reply to BDukes)
Post #: 215
RE: CMO RUNNING POLL - Gameplay feature requests - 11/2/2020 3:40:26 AM   
Rory Noonan

 

Posts: 2816
Joined: 12/18/2014
From: Brooklyn, NY
Status: offline

quote:

ORIGINAL: BeirutDude

Some way to set different postures for various sides entering an Exclusion Zone. For example a civilian aircraft entering an exclusion zone is marked "Neutral" but an Iranian is "Hostile."

How do you know which is which?

_____________________________


(in reply to BeirutDude)
Post #: 216
RE: CMO RUNNING POLL - Gameplay feature requests - 11/2/2020 8:17:55 PM   
BeirutDude


Posts: 2625
Joined: 4/27/2013
From: Jacksonville, FL, USA
Status: offline
I would suggest a toggle/buttons could be generated for the available sides in the scenario for whom the exclusion zone COULD apply. So if the Scenario had four "sides" in addition to the side the exclusion zone was being created for and you wanted two (2) of them to become hostile if they overflew the zone you would toggle those two (2) sides on to activate them, and thus the exclusion zone wouldn't apply to the remaining two (2) that are unchecked.

< Message edited by BeirutDude -- 11/2/2020 8:19:42 PM >


_____________________________

"Some people spend an entire lifetime wondering if they made a difference. The Marines don't have that problem."
PRESIDENT RONALD REAGAN, 1985

I was Navy, but Assigned TAD to the 24th MAU Hq in Beirut. By far the finest period of my service!

(in reply to Rory Noonan)
Post #: 217
RE: CMO RUNNING POLL - Gameplay feature requests - 11/3/2020 12:58:56 AM   
stww2

 

Posts: 219
Joined: 5/23/2017
Status: offline
Update Northern Inferno to include aircraft damage

< Message edited by stww2 -- 11/3/2020 12:59:19 AM >

(in reply to BeirutDude)
Post #: 218
RE: CMO RUNNING POLL - Gameplay feature requests - 11/3/2020 6:42:21 PM   
Battelman2

 

Posts: 93
Joined: 12/1/2018
Status: offline
A feature I would love is being able to assign No-Nav zones to missions, instead of globally to unit types. I want my AAW patrol to respect it, but I want my Land Strike attack aircraft w/ escorts to violate it.

(in reply to Surtur)
Post #: 219
RE: CMO RUNNING POLL - Gameplay feature requests - 11/3/2020 7:26:01 PM   
KLAB


Posts: 355
Joined: 2/27/2007
Status: offline
I am being lazy and haven't checked if its been requested but if so I'd just like to add my vote for being able to specify minimum and maximum altitudes for No Nav zones and missions, especially ground attack or anti surface. Creating in effect a 3D box which could be flown over or under.

For missions it would mean aircraft even in evasion mode wouldn't descend below an absolute specified minimum altitude or go above a specified maximum height.

I have had to micro manage too much when aircraft descend to low altitude and get hit by SAM/SPAAG and MANPADS because they are auto auto evading 1960's SA-2's (which would probably miss, be jammed or evaded easily without descending down into the dirt where a Shilka promptly shreds them using an optical gun sight).

I would also add the option to do not go above "X" altitude when on RTB to resolve the issue that aircraft on RTB after stores are expended seem to "forget" they are still under threat and immediately drift up to cruise altitude to make their way home.
Thanks
K

(in reply to Battelman2)
Post #: 220
RE: CMO RUNNING POLL - Gameplay feature requests - 11/3/2020 8:50:53 PM   
stww2

 

Posts: 219
Joined: 5/23/2017
Status: offline
quote:

ORIGINAL: Battelman2

A feature I would love is being able to assign No-Nav zones to missions, instead of globally to unit types. I want my AAW patrol to respect it, but I want my Land Strike attack aircraft w/ escorts to violate it.



That would be amazing

< Message edited by stww2 -- 11/3/2020 8:51:32 PM >

(in reply to Battelman2)
Post #: 221
RE: CMO RUNNING POLL - Gameplay feature requests - 11/5/2020 12:32:11 PM   
thewood1

 

Posts: 6529
Joined: 11/27/2005
Status: offline
A longer-term suggestion from another thread.

What I would like see is a template feature. Either a separate feature that takes all possible settings for units, groups, and missions, and saves them under user-specified name that can be saved. I can then just click on a unit and say apply template "littoral_contact-imminent_ASuW". Maybe it has a description. Then I can apply it to any group or unit. It might be part of the mission building framework, haven't thought that far ahead. It might even include paths and speeds. I've been thinking about this for a while. I think it would help new players to able to get templates for different missions and tasks that they can apply and watch the results.

I am a firm believer that CMO has more options than the average person can understand or know how to apply. I think the template feature would allow experienced players to build almost mission like and specific collections of settings that fit to a specific task that can be carried over from scenario to scenario. Maybe it would apply to missions only. Where the player has to put in the ref points and specify that an AAW patrol is a "carrier CAP no EMCOM with enemy equipped with LR AAW". That would set ROEs, WRAs, etc. and could be reused in the scenario and in other scenarios. It could be shared with other players as well.

I actually played with this about a year ago in Lua. I used set unit commands and saved them in a text file to execute through the console. It worked well for the limited stuff I was doing. This would be a formalization of that.

(in reply to stww2)
Post #: 222
RE: CMO RUNNING POLL - Gameplay feature requests - 11/6/2020 12:32:29 PM   
BeirutDude


Posts: 2625
Joined: 4/27/2013
From: Jacksonville, FL, USA
Status: offline
Ability to set an Ingress, Attack and Egress altitude for strike missions. Or at least an AGL RTB altitude! If you have a lot going on and can't micromanage every detail of multiple strikes, aircraft are popping off their strike package and then jumping into SAM range for RTB!

_____________________________

"Some people spend an entire lifetime wondering if they made a difference. The Marines don't have that problem."
PRESIDENT RONALD REAGAN, 1985

I was Navy, but Assigned TAD to the 24th MAU Hq in Beirut. By far the finest period of my service!

(in reply to Dimitris)
Post #: 223
RE: CMO RUNNING POLL - Gameplay feature requests - 11/6/2020 12:34:05 PM   
BeirutDude


Posts: 2625
Joined: 4/27/2013
From: Jacksonville, FL, USA
Status: offline
quote:

ORIGINAL: Battelman2


quote:

A feature I would love is being able to assign No-Nav zones to missions, instead of globally to unit types. I want my AAW patrol to respect it, but I want my Land Strike attack aircraft w/ escorts to violate it.


Agreed!

_____________________________

"Some people spend an entire lifetime wondering if they made a difference. The Marines don't have that problem."
PRESIDENT RONALD REAGAN, 1985

I was Navy, but Assigned TAD to the 24th MAU Hq in Beirut. By far the finest period of my service!

(in reply to Battelman2)
Post #: 224
RE: CMO RUNNING POLL - Gameplay feature requests - 11/6/2020 2:13:31 PM   
FMBluecher

 

Posts: 32
Joined: 11/16/2019
Status: offline
An option to set "Keep [X] number of units on station" as an alternative to "of each class." This would really help in situations where I'm managing a multinational force that has a ton of different units that do the same thing, I need only one total on station at any time, but I have only one or two of most types.

It would also help with patrol missions in a number of scenarios when you have a large variety of airplane types that can fulfill the same function and you want to have all of them available for the same tasking, but you don't need as many as 1/3 of them in the air at once.

(in reply to BeirutDude)
Post #: 225
RE: CMO RUNNING POLL - Gameplay feature requests - 11/6/2020 3:53:28 PM   
Blast33


Posts: 404
Joined: 12/31/2018
From: Above and beyond
Status: offline
quote:

ORIGINAL: BeirutDude

Ability to set an Ingress, Attack and Egress altitude for strike missions. Or at least an AGL RTB altitude! If you have a lot going on and can't micromanage every detail of multiple strikes, aircraft are popping off their strike package and then jumping into SAM range for RTB!



AMEN!

< Message edited by Blast33 -- 11/6/2020 3:54:54 PM >

(in reply to BeirutDude)
Post #: 226
RE: CMO RUNNING POLL - Gameplay feature requests - 11/6/2020 11:48:58 PM   
KnightHawk75

 

Posts: 1450
Joined: 11/15/2018
Status: offline
Feature Addition: SceneSaved trigger type added to event system.

We have On Scenario Load, we're missing an on Scenario Save.
Adding this would allows scenario authors to know when as save action (be it an autosave or manual save\save as) has been invoked.
The actions associated with the events using said new trigger type would be executed at a point in the save process prior to scene xml generation (or at least prior to key_value pairs being stored during the generation). Any errors occurring from these calls would be trapped and logged, but otherwise ignored to allow the save process to continue as normal.

This enables scene authors to make their ScenEdit_SetKeyValue calls prior to the save being generated so that the data is in sync with any save, and avoid having to do it on a regularly timed basis or upon every change of the data that needs to be stored, which presents challenges at present with advanced and or larger datasets. This addition would address and solve issues surrounding state preservation\persistence between save re-loads, and provides a logical construct to newer authors for how\where to handle their state preservation.

Extended details\proposal\justification for those interested about the topic: https://www.matrixgames.com/forums/tm.asp?m=4907386


< Message edited by KnightHawk75 -- 11/6/2020 11:51:13 PM >

(in reply to Blast33)
Post #: 227
RE: CMO RUNNING POLL - Gameplay feature requests - 11/7/2020 6:44:42 AM   
Dimitris

 

Posts: 13282
Joined: 7/31/2005
Status: offline

quote:

ORIGINAL: thewood1

A longer-term suggestion from another thread.

What I would like see is a template feature. Either a separate feature that takes all possible settings for units, groups, and missions, and saves them under user-specified name that can be saved. I can then just click on a unit and say apply template "littoral_contact-imminent_ASuW". Maybe it has a description. Then I can apply it to any group or unit. It might be part of the mission building framework, haven't thought that far ahead. It might even include paths and speeds. I've been thinking about this for a while. I think it would help new players to able to get templates for different missions and tasks that they can apply and watch the results.

I am a firm believer that CMO has more options than the average person can understand or know how to apply. I think the template feature would allow experienced players to build almost mission like and specific collections of settings that fit to a specific task that can be carried over from scenario to scenario. Maybe it would apply to missions only. Where the player has to put in the ref points and specify that an AAW patrol is a "carrier CAP no EMCOM with enemy equipped with LR AAW". That would set ROEs, WRAs, etc. and could be reused in the scenario and in other scenarios. It could be shared with other players as well.

I actually played with this about a year ago in Lua. I used set unit commands and saved them in a text file to execute through the console. It worked well for the limited stuff I was doing. This would be a formalization of that.


I _really_ like the idea of templates, not least because it would also help with something else really cool we have in mind.

_____________________________


(in reply to thewood1)
Post #: 228
RE: CMO RUNNING POLL - Gameplay feature requests - 11/10/2020 7:07:22 PM   
Asparagin


Posts: 22
Joined: 7/12/2015
Status: offline
Tacview AAR

Of course AMP would be nice, and while actively managing your units it is a feature you notice missing while in game. Nevertheless I think Tacview AAR would be a huge addition to CMO. Those 20 voters which agree with me, definitely come from DCS and know how powerful this tool is. Seeing it implemented in CMO as a "3D viewer" feels like a cripple. (*sorry if too harsh here, I could list hundreds of things which CMO does do right to bring balance in the universe, but the readers of these forums don´t need that reassurance).
This is also the reason people are maybe somehow disappointed, because of wrong expectancy management. Graphics in Tacview, textures, fog of war? It is not important. For those who don´t come from DCS: take a look on videos like this one and imagine this being done in CMO. It would lead to a much profound understanding of the mechanics and let tacview do what it does best, what it was designed for.

(in reply to Dimitris)
Post #: 229
RE: CMO RUNNING POLL - Gameplay feature requests - 11/13/2020 4:43:16 AM   
Theokarl1980

 

Posts: 34
Joined: 6/1/2020
Status: offline
Hi there
I want manual mine deploying not just via a mining mission
Thanks a lot

(in reply to Dimitris)
Post #: 230
RE: CMO RUNNING POLL - Gameplay feature requests - 11/13/2020 9:07:03 AM   
andrey.gr

 

Posts: 1
Joined: 11/13/2020
Status: offline
Is it possible to add new option in "Map Options->Datablocks"?
Something like "Selected Unit w/ AB Names", so it will display the names of placed structures(not units) like airport, or air base etc and selected unit.
Would be useful, especially with large scenarios. or when for example you playing with minimum Map display options just Border + Roads.

(in reply to Theokarl1980)
Post #: 231
RE: CMO RUNNING POLL - Gameplay feature requests - 11/13/2020 10:04:36 AM   
goldfinger35


Posts: 142
Joined: 1/1/2009
Status: offline
I wish that there was an option in mission editor to force tanker (or AWACS...) to take off before tanker already in air is RTB. This would we useful to avoid gaps when there is a huge distance between airbase and station location.

Example:

(in reply to andrey.gr)
Post #: 232
RE: CMO RUNNING POLL - Gameplay feature requests - 12/6/2020 8:49:37 AM   
terry1040

 

Posts: 139
Joined: 10/11/2000
From: The bright side of life
Status: offline
Hi guys,

i posted this already at the main CMO forum, but was redirected to this thread. So here we go one more time:

When playing a high-density scenarios (like Old Grudges Never Die), I am sometimes lost when searching for a specific contact on the map. I tend to use the OoB-Contacts tab, which does indeed list them all. However, the sorting and the filtering could be much, much improved to help me digest the data better.

Clicking on the column headers (Name, Type/Class, Posture, etc.) should allow to quickly sort the list accordingly.
Also, the text-search function works well, by highlighting the related lines in green. But I still need to scroll manually to that location. Would it not be so much nicer, to just filter the lines and only display the search results?

Thanks for considering this in upcoming versions of the game.

Terry





Attachment (1)

(in reply to Surtur)
Post #: 233
RE: CMO RUNNING POLL - Gameplay feature requests - 12/14/2020 6:04:12 AM   
ai_beyondcontrol

 

Posts: 13
Joined: 1/31/2020
Status: offline
Hope to introduce the Hypersonic Glide Vehicle mechanism into the player's edition of CMO.
Even if HGV weapon data in CMO is deviated from the real situation and requires additional payment (as a DLC) will be OK.

(in reply to terry1040)
Post #: 234
RE: CMO RUNNING POLL - Gameplay feature requests - 12/15/2020 9:57:33 AM   
gennyo

 

Posts: 68
Joined: 4/3/2019
Status: offline

quote:

ORIGINAL: ai_beyondcontrol

Hope to introduce the Hypersonic Glide Vehicle mechanism into the player's edition of CMO.
Even if HGV weapon data in CMO is deviated from the real situation and requires additional payment (as a DLC) will be OK.


It may become the ultimate weapon for anybody who plays CMO in reality mode
AFAIK only airborne ABM laser could shoot down such a target.

(in reply to ai_beyondcontrol)
Post #: 235
RE: CMO RUNNING POLL - Gameplay feature requests - 12/26/2020 10:00:37 AM   
Blast33


Posts: 404
Joined: 12/31/2018
From: Above and beyond
Status: offline
Proposal to order the missions in alphabetical order.

In CMO when opening Mission Editor all missions are (very useful) in alphabetical order.
But: when assigning an aircraft or ship with the right mouse click: assign to mission X or Y, all missions are in the order by which you created them.

This is very confusing when playing large scenario's with lots of missions, you keep searching up and down, to find the one you need.
Is it possible to make both in alphabetical order? That keeps the speed going








Attachment (1)

< Message edited by Blast33 -- 12/26/2020 10:10:07 AM >

(in reply to BDukes)
Post #: 236
RE: CMO RUNNING POLL - Gameplay feature requests - 12/31/2020 1:39:00 PM   
BDukes

 

Posts: 1695
Joined: 12/27/2017
Status: offline
Please add a UI field to Add Command Datalink from CommData similar to Add/Remove Sensor and Weapon button. They go hand-n-hand with those two functions. Would cut down on what is data link request and dev having to post datalink list regularly.

Thank you!

Bill

(in reply to Blast33)
Post #: 237
RE: CMO RUNNING POLL - Gameplay feature requests - 12/31/2020 1:45:53 PM   
BDukes

 

Posts: 1695
Joined: 12/27/2017
Status: offline
Lot of earlier SAM system have SARH seekers although they are command guided (SA-1,SA-2,SA-3,SA-4, SA-15, NIKE's, Akash). Could Pure command guidance be added?

Thank!

Bill

(in reply to BDukes)
Post #: 238
RE: CMO RUNNING POLL - Gameplay feature requests - 12/31/2020 2:19:20 PM   
BDukes

 

Posts: 1695
Joined: 12/27/2017
Status: offline
Please update CWDB to latest version. It has been a year since and look like been worked on by forum post.

Thank!

(in reply to BDukes)
Post #: 239
RE: CMO RUNNING POLL - Gameplay feature requests - 12/31/2020 2:21:32 PM   
BDukes

 

Posts: 1695
Joined: 12/27/2017
Status: offline
Please reconsider add database edit to civilian version. Understand and respect reasons but would like to ask again if maybe your perspective change on this as well.

Thank!

(in reply to BDukes)
Post #: 240
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